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PENGARUH MODEL NUMBERED HEAD TOGETHER DENGAN PERMAINAN INDEX CARD MATCH TERHADAP HASIL BELAJAR KELAS III
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is to find out the influence of the application of Numbered Head Together model assisted by Index Card Match media to improve learning outcomes in thematic learning of sub-theme material 1 “ Growth and Development of Living Things SD N 01 Sumbersari. The research design used is One-Group Pretest-Posttest Design. The results stated that there is an influence of NHT learning model with Index Card Match game on learning result on the theme material 1 “Growth and Dev...
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PENINGKATAN KETERAMPILAN MENYAMPAIKAN TANGGAPAN MELALUI MODEL TALKING STICK BERBANTUKAN MEDIA GAMBAR PADA SISWA KELAS III
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is increasing the competency of imparting the response the Third Grade students of Sambongpayak Elementary School Subdistrict of Gunem of Rembang Regency on the 1st Semester 2019/2020 Year Academic through Model Talking Stick assisted with visual media. This research is a Classroom Action Research (CAR), consist of 2 cycles. The action of this reseach is learning through Model Talking Stick assisted with visual media. The result of this research is Model Talking Stic...
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ANALISIS KESULITAN BELAJAR MATEMATIKA SISWA KELAS III PADA MATERI PENGUKURAN WAKTU SD NEGERI TLOGOSARI WETAN 02 SEMARANG
Jurnal Sinektik
Vol 4
, No 1
(2023)
Analisis Kesulitan Belajar Matematika Siswa Kelas III Pada Materi Pengukuran Waktu SD Negeri Tlogosari Wetan 02 Semarang. Penelitian ini bertujuan untuk mendiskripsikan kesulitan belajar dan faktor yang mempengaruhi kesulitan belajar matematika materi pengukuran waktu. Jenis penelitian ini adalah deskriptif kualitatif. Subjek penelitian adalah 40 siswa kelas III SD Negeri Wetan 02 Semarang. Instrumen yang digunakan berupa soal, wawancara, dokumentasi, angket dan observasi. Hasil yang diperoleh d...
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1 Sitasi
IMPLEMENTASI MICROSOFT OFFICE 365 UNTUK MENINGKATKAN MINAT BELAJAR SISWA KELAS VI TEMA 1 SUB TEMA 3
Jurnal Sinektik
Vol 4
, No 1
(2023)
Meningkatkan minat belajar siswa untuk mengikuti kegiatan belajar dan tetap fokus dengan apa yang telah dipelajari sangatlah sulit perlu adanya inovasi dalam pembelajaran yang baru dan menarik maka pengunaan microsoft office 365 digunakan untuk mengatasi masalah yang dialami siswa misalnya siswa mudah merasa bosan dan sering mengantuk ketika pembelajaran berlangsung. Dengan pengunaan microsoft office 365 apakah dapat meningkatkan minat belajar siswa. Penelitian ini menggunakan pendekatan deskrip...
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Analisis Tingkat Pengangguran Di Daerah Provinsi Banten Akibat Pandemi Covid-19 Tahun 2021
Alfiana, Salma
; Ramadaneta, Tiara Frisach
; Oktafiani, Dini
; Putri, Gabriella Stephanie Regina
; Kencana, Adjie Restu
; Desmawan, Deris
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahan
Vol 1
, No 2
(2023)
The Covid-19 pandemic has had a significant impact on the global economy, including Indonesia, Banten Province being one of the areas affected, with an increase in the unemployment rate as one indicator. The purpose of this study was to analyze the unemployment rate in the Banten area due to the Covid-19 pandemic. This study used a qualitative approach or secondary data method from the Central Bureau of Statistics (BPS) and analyzed using linear regression. The results of the study show that the...
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UI/UX Design on Prototype Attendance Using the Design Thinking Method
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Presence is a data collection activity to determine the number of attendance. Presence is a process of activities that is often carried out even every day by many corporate agencies or schools and colleges. One of the institutions that use presence is a school. Several schools have implemented attendance systems. But there are a number of schools that still apply manual attendance where employees or teachers must sign the attendance sheet, one of which is SMK Mpu Tantular Kemranjen which still a...
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5 Sitasi
A Review – The Influence of Games on Education Development in the Disruption Era
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements o...
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PENTINGNYA KURIKULUM DARURAT COVID-19 BAGI PENDIDIKAN INDONESIA
Iskandar, Sofyan
; Rosmana, Primanita Sholihah
; Fauziyyah, Dewi Hasna
; Hasanah, Isma Aulia
; Nada, Lulu Nadiatun
; Puradireja, Shifa Mutiara
Jurnal Sinektik
Vol 6
, No 1
(2023)
The curriculum is a design of all activities made by the school. The curriculum is not only about the subject matter and knowledge, but all the design of school activities. Therefore, this research aims to find out about the importance of the COVID-19 curriculum for Indonesian Education. This research uses a qualitative method of literature study. With the technique of collecting relevant and correct data, so that the research carried out is in accordance with the expected napa. The results obta...
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1 Sitasi
PERKEMBANGAN DAN PENERAPAN KURIKULUM SERTA PEMBELAJARAN DI MASA PANDEMI COVID-19
Iskandar, Sofyan
; Rosmana, Primanita Sholihah
; Anggraeni, Isni Putri
; Sulistyorini, Septi
; Anisa, Puja Sahwa
Jurnal Sinektik
Vol 6
, No 1
(2023)
In preventing the spread of the COVID-19 virus, the Government issued regulations for distance learning. Distance learning makes education units, educators, and students experience various obstacles. To overcome the problems and obstacles in implementing bold learning, the curriculum is an important option so that learning can run effectively and efficiently. Thus, the Government issued a Decree from the Ministry of Education and Culture related to the option to restore learning during the Covid...
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PERAN JUST-IN-TIME DAN MUTU BAHAN BAKU TERHADAP KUALITAS PRODUK ROTI
Wiyanti, Sari
; Sulistyowati, Indah
; Arifiyah, Nur
; Astriani Putri, Nabila
; Jahara Kusdinar, Anggraena
Jurnal Aplikasi Ilmu Teknik Industri
Vol 4
, No 1
(2023)
ABSTRAK Perusahaan roti harus memiliki strategi yang ampuh dan tepat sasaran karena pelaku bisnis roti saling bersaing untuk bertahan dalam kompetisi yang semakin ketat. Toko Roti Tiara Snack & Bakery Brebes kategori toko yang kurang berkembang dan kurang mampu bersaing dengan toko roti yang lainnya. Tujuan utama penelitian ini adalah menganalisis Strategi Just In Time dan Mutu bahan baku dalam meningkatkan kualitas roti di Toko Roti Tiara Snack & Bakery Brebes. Jenis penelitian ini adal...
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